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    posted a message on One big massive Headache...

    @Mesden: Go

    The only way to force a player to have to w8 for example 10 seconds between waves is to use a boolean

    Posted in: Triggers
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    posted a message on One big massive Headache...

    @Mesden: Go

    k, it should now work. I think i messed up uploading it lol. There is 1 issue that might happen tho. If some1 spams the levels the message might not be there the whole 5 seconds.

    Posted in: Triggers
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    posted a message on One big massive Headache...

    @Mesden: Go

    K there ya go, i tested it and it should work the way you want. Just a little tip i suggest you go and try to organize your triggers better, like use folders to keep all the ones that deal w/ something similar. Just makes it easier for yourself and any1 else who might look at it understand whats going on. Also try messing around with loops and learn how they work.

    Posted in: Triggers
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    posted a message on One big massive Headache...

    @Mesden: Go

    can you send or post your map or atleast a map containing that one trigger? i'll be able to just fix it adn then send it and then you can look at it and see what i did, also if you want i could just go and do the the boolean way.

    Posted in: Triggers
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    posted a message on One big massive Headache...

    @Mesden: Go

    hmm.... i think what you might need to do is just get rid of that last action (the one you just moved) and place its actions into the then previous actions. I'll try to show you my copying n pasting what you already posted and then re-arrange it. I'll put a bunch of " * " before and after the lines that i add, to help you read it.

    Edit: k so it kinda came out hard to read. So jsut do this. Get rid of that last if then else in the very end, the one you just moved. Then add the "UI - Display Wave Text[Current Wave Data[1]] for (Player group((Triggering player))) to Directive area" to 2 places, first place it under "else" for the 1st "if then else" (right before or right after "Variable - Set Current Wave Data[0] = 1") then 2nd place is under the if of the "if then else" of the if actions. Then palce the w8 and clear messages at the very end of the trigger.

    Posted in: Triggers
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    posted a message on Something interesting i recently found, that i think a few people should take a look at

    @progammer: Go

    I don't think that it will prevent people from using similar ideas to other peoples maps all because their maps were out first, or work on the map started first. If someone has an original/good idea for a map, people will make similar maps based on/have that idea. For example Dota, theres tons of AoS maps out there for wc3, even though dota is the majority of games played on wc3. Even if its a good idea, maybe someone will take it and make it even better, and then the person who had the original idea can build upon that and make their map even better.

    Though there is a somewhat thin line between showing new discoveries or accomplishments and actually releasing your map or information about it prematurely.

    Posted in: General Chat
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    posted a message on One big massive Headache...

    @Mesden: Go

    You would be aware if the issue was because of an array. Ingame you would get either an array overflow or underflow error.

    The problem is what i said earlier. Its because of the "General - Wait 5.0 Real Time seconds" action in your "Player 1 Moves Civilian to Doodad" trigger.

    I though of something else that you could do to get it to work without using a boolean. you could just make these actions the very last actions in your trigger.

    General - If (Conditions) then do (Actions) else do (Actions) If Current Wave Data[0] == 1 Then UI - Display Wave Text[Current Wave Data[1]] for (Player group((Triggering player))) to Directive area General - Wait 5.0 Real Time seconds UI - Clear All Messages for (Player group((Triggering player)))

    Posted in: Triggers
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    posted a message on Something interesting i recently found, that i think a few people should take a look at

    Heres a video i recently found that i think that some map makers should take a look at.

    http://www.ted.com/talks/derek_sivers_keep_your_goals_to_yourself.html

    The reason i think some people should take a look at it is because i feel like often people would go and announce their maps when they just weren't yet ready and the project sorta dies out prematurely. Especially with maps that have a good concept or their earlier versions seemed like a lot of fun. Its a real bummer when a map you were looking forward has its production stopped. If you played wc3 orpgs like i did then you might be familiar with Synergy orpg or The Cursed Heroes orpg, both maps that i found to be really fun but they were both cut short due to various reasons (they were both made by the same person, im not calling them out or anything just 2 examples that came to mind). Both of those maps i would say weren't even half way done. If you were on this forum during Beta im sure every1 remembers all of those really cool orpg that were in the making. However when people started to explore banks and their limitations as well other limitations in the editor. They started to put their projects on hold. I understand that feeling when something you were planning on doing in your map just falls apart due to a limitation, but that doesn't mean you should halt all progress.

    However i don't think that you should go hide under a rock until your map is ready to be released. If you find something cool in the editor, or how to do something that people were having trouble with. Share it on the forum. You don't have to show us your map, just that thing you discovered.

    Posted in: General Chat
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    posted a message on One big massive Headache...

    @Mesden: Go

    Would help if you added more info and maybe described it better( what bumpinthenight said)

    Idk how you would go from 4 marines 1 level to 3 then next. However i think i found the reason why level 1 would have 1 marine and the next would have 1 also. It's because of the wait action in the "Player 1 Moves Civilian to Doodad" trigger.

    The simple solution would be just to make a boolean variable. Since it seems like you don't know about them ill try to explain them a bit. A boolean is simply a true/false value. So if you have a variable as a boolean it will be either true or false, and you can change it set variable function. The way you would use it to fix it is simple. First make a global variable and set it to type boolean. Make it an array if you plan on having more then one player. Add a condition to the "Player 1 Moves Civilian to Doodad" trigger, So that the boolean you just made has to be false in order for it to run. Now add an action to set that variable to true, and make that action the 1st thing that action does. Now make a similar action except make it the very last action and have it set that variable to false.

    Posted in: Triggers
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    posted a message on [data]Upgrades: Level - Level

    Just look at the way the upgrades are done in the game as a reference. They use requirements to show or hide them depending on certain things. Also in the command card you have several buttons for them in the same spot (if you want it to be like how the regular upgrades are).

    Posted in: Miscellaneous Development
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    posted a message on [Data]Buff ability for a building

    eh, i made a post like 15 min ago and for what ever reason it didnt post -.-..... so now i need to re-type it all -.-

    So you basically trying to make an aura right?

    To make one create a behavior with any period ( preferably something short, in this example lets use 1), and set a search effect as its periodic effect.
    For the search give it an apply behavior effect in its search. The range of the search will determine how far away a unit has to be in-order to get a bonus from the unit with the aura.
    The apply behavior effect will apply another behavior. This behavior you will set up what ever bonuses and buffs you want units to get. You also have to set its duration to any amount as long as its longer then the period in the 1st behavior, preferably only a bit longer then the period tho. So in this example lets set it to 1.1

    Posted in: Miscellaneous Development
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    posted a message on [Data/trigger]Creating some Buffs.

    Its under modifications as well, just look around. Armor will probably be under unit and damage will be under combat.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Missile Target Unit/Point bugged?

    I was helping him with this so im gonna add a lil more details.

    We're using the http://wiki.sc2mapster.com/galaxy/triggers/create-effect-on-unit-from-unit/ and http://wiki.sc2mapster.com/galaxy/triggers/create-effect-at-point-from-unit/ actions. The effect we were testing it with was with the marauder launch missle effect, also with the ghost weapon damage effect.
    Whenever we set the Target - Impact location + of the launch missile effect to target unit, we would only see the effect happen when we would target at a unit ( he has it set up so there a lil crosshair in the middle of the screen to target with). However whenever it is set to target unit/point, we would see the effect occur against the terrain (we could shoot the missle at the ground), however when ever we shot it at a unit that unit wouldn't take any damage. We tried using a search area effect for the impact effect, however the result can be best described as lolwtfhax. The missiles would rise up and move in the opposite direction of where you where aiming, but still facing the point u were shooting at, and would just hand there for a while then disappear. We then tried to use the search that damage effects have. It would sometimes work as intended but not quite what we were looking for. Sometimes the unit we were targeting would take damage even though we were looking straight at it. Also the when it would do damage the missle would go and head down and hit the units feet (i assume it was heading towards the very exact point and center of the unit.
    However when we would use the ghost damage effect, it would work perfectly, except that he wants for there to be some sort of visible projectile when a weapon is used. And with the ghost damage effect, there is only an imact effect and the shooting animation that the spectre has ( the units the player get t control atm is a spectre, and there was a spectre animation when testing with the marauder effect as well)

    Posted in: Miscellaneous Development
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    posted a message on [Triggers] Using data tables in triggers

    So Data Tables are essentially used to store values as strings?
    Also for the last part where you set integer n to X, since x is real n will be 0. Does that mean X can have several different values depending on its type? For example is it possible to do this.

    Save Data Table Value (Real)
        Value: 5.0
        Name: "x"
        Scope: Global

    Save Data Table Value (Integer)
        Value: 3
        Name: "x"
        Scope: Global

    Will that work?

    Posted in: Tutorials
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    posted a message on [FIXED] Strange array_indexOverflowError, please help!

    can you post your " Enemy Unit Dies " trigger? i think an arrayindexoverflow is when ever there is a number entered into an array that bigger then how big the array is.

    Posted in: Miscellaneous Development
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